Figured it out

Finally worked out the proper way to set up my action bars.  Sadly, it’s not quite the way they’re set up right now. The old system, the one that was in use for v1 and v1.1 looked like this:  [Button].  That is, the interface button itself did everything;  it checked for being clicked on, it…

More on the left bar

Today I brought across the road-creation and NPC creation tools to the new UI system.  Went really smoothly and easily.  Very much looking forward to removing all the old custom code that was required for this stuff. I also brought across half of the terrain-painting functionality, which has been a little more tricky (and still…

Left Bar

So it’s taken me an awful long time, but I’ve finally got it hooked up.  Creating buildings is now accomplished by using a side action bar, and is completely data-driven.  What’s more, the whole thing now works together with the “grab anything and drag it around” functionality.  Plus, I’ve now got the ability to put…

More little bits of dev

Worked more on those arrows (They’re now bright red, with a white outline, and have animations as they appear and disappear).  Fixed a bunch of internal VectorStorm engine bugs which had been stopping roads from drawing for the past few days, and was also breaking the bounding box generation for a lot of MMORPG Tycoon’s…

Quests

Spent time today on quest visualisation and editing.  Still not done, but there’s been some visible progress. First, I’ve now got a generic way to put UI components inside a frame (currently being used by the quest text display in the middle of the screen).  This obviously needs some new controls added, and there’s some…